Any models (friend and foe alike) within 12"
of the priest must make a Leadership check
or flee 2d6" directly away from the
priest with the usual rules for breaking
applied. Not vs those immune to Fear or
Psychology. Difficulty: 8.

2. Coursing of the Wolf

The priest may Run/Charge 12".
If he moves into base contact with an enemy
he counts as charging. If he charges a fleeing
enemy, he scores 1 automatic hit, then his
opponent flees again. Normal Movement rules
apply. Difficulty: 5.

3. Spirit of the Great Wolf

No canine will attack the priest unless
he attacks them first. This includes all
dogs, wolves, werewolves, worgs, and even
dire wolves. Difficulty: 5, Duration: Game.

4. The Grim North Wind

The priest summons a freezing wind
that sucks the heat out of a mans very bones.
All models (friend and foe alike) on the board take a S3 hit. Not
versus Daemons, True Undead, canines, or
models wearing Wolf Cloaks. Difficulty:
11, Range: Board.

5. Blizzard

The priest summons a localized blizzard
of hail stones. Nominate a point within
12" of the priest and all models in
a 3" radius to that point take a S3
hit. Difficulty: 8, Range: 12".

6. Strength of the Pack

All friendly models that remain within 4" of the
priest become Immune to Psychology and automatically
pass any Leadership test they are required
to make, excluding Rout tests. Difficulty:
10, Duration: Game.